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Virtual Reality (VR) is an environment that is simulated by a computer.

Most virtual
reality environments are primarily visual experiences, displayed either on a computer
screen or through special stereoscopic displays, but some simulations include additional
sensory information, such as sound through speakers or headphones. Some advanced and
experimental systems have included limited tactile, haptic force feedback. Users can
interact with a virtual environment either through the use of standard input devices such
as a keyboard and mouse, or through multimodal devices such as a wired glove,
polhemus boom arm, and/or omnidirectional treadmill. The simulated environment can
be similar to the real world, for example, simulations for pilot or combat training, or it
can differ significantly from reality, as in VR games. In practice, it is currently very
difficult to create a high-fidelity virtual reality experience, due largely to technical
limitations on processing power and image resolution. However, those limitations are
expected to eventually be overcome as processor and imaging technologies become more
powerful and cost-effective over time

As the technologies of virtual reality evolve; the applications of VR become literally


unlimited. It is assumed that VR will reshape the interface between people and
information technology by offering new ways for the communication of information, the
visualization of processes, and the creative expression of ideas.
Note that a virtual environment can represent any three-dimensional world that is either
real or abstract. This includes real systems like buildings, landscapes, underwater
shipwrecks, spacecrafts, archaeological excavation sites, human anatomy, sculptures,
crime scene reconstructions, solar systems, and so on. Of special interest is the visual and
sensual representation of abstract systems like magnetic fields, turbulent flow structures,
molecular models, mathematical systems, auditorium acoustics, stock market behavior,
population densities, information flows, and any other conceivable system including
artistic and creative work of abstract nature. These virtual worlds can be animated,
interactive, shared, and can expose behavior and functionality.
There has been increasing interest in the potential social impact of new technologies,
such as virtual reality (as may be seen in utopian literature, within the social sciences, and
in popular culture). Perhaps most notably, Mychilo Stephenson Cline, in his book,Power,
Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important
changes in human life and activity. He argues that: • Virtual reality will be integrated into daily life and activity and will
be used in very human ways. • Techniques will be developed to influence human behavior, interpersonal
communication, and cognition (i.e., virtual genetics). • As we spend more and more time in virtual space, there will be
an gradual “migration to virtual space,” resulting in important changes in economics, worldview, and culture. • The
design of virtual environments may be used to extend basic human rights into
virtual space, to promote human freedom and well-being, and to promote social
stablity as we move from one stage in socio-political development to the next.
It's frustrating knowing that we currently possess the technology tomake some really far out Virtual Reality
applications but not seeing VR widely distributed.I can't wait for this stuff to evolve; really, it's a fascinating
technology. Like all great technologies, there's a monumental duality about it. Virtual Reality technology can
represent the next step in the sociological evolution of
humanity. A world where you can do anything, you can enjoy everything in virtual world
which you cannot even dream in this real world, like you can enjoy the latest model of
Mercedes without spending any money and a world where every virtual desire of
mankind can be satisfied for the cost of pennies.
On the other hand, Virtual Reality could be greatest single threat to society. Imagine an
entire modernized civilization leaving the "real" world for the "virtual" one. A nation of
empty streets, empty schools as family spend there entire days plugged into a Virtual
Reality Machine Every body will be living in their own world and living their life happily
without any tensions & sorrows and above all that world will be according to your taste.
Above all it is concluded that the virtual reality is acting a social evolution or society
depends on the ways it can be used. If you enjoy a drive of Mercedes in virtual reality it
will cause a loss to Mercedes Company and leads to a loss of country’s economy. If you
use it in a way like Virtual Training System and in the field of medical.

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